Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

What would be the point of a new topic? Topics like this get revived all the time.I've kind of forgotten about this. That is an interesting idea, but not sure how to not make it overpowered. I guess the fighters/bombers would only have a short duration, and maybe could be modified versions that do less damage or something.

URL: https://forum.audiogames.net/post/603538/#p603538




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Swamp, zombie FPS by Aprone

2020-10-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

He has the discord link on his website. https://discord.gg/2JntBPNHe also has his own forum, but haven't checked it in a while so no idea how active it is.

URL: https://forum.audiogames.net/post/579861/#p579861




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Code Dungeon - A FREE hack & slash dungeon crawler

2020-09-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

Just started playing this for the first time. So I don't know if it has been mentioned, but does anyone else also get that holding in the movement keys automatically interrupts any message the screenreader is supposed to speak? So I end up completely missing messages sometimes. And the message buffer only has the last few so it can very easily get lost in other messages if you check what's in front of you every now and then. Can we maybe have only game-related messages in the buffer since the rest you can easily just check again with the key? Or maybe some kind of sound to indicate that you just got a message and have to check for it.

URL: https://forum.audiogames.net/post/573644/#p573644




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-09-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I agree with diplomacy staying in the main menu since it's a pretty big thing with a lot of deep nesting already.

URL: https://forum.audiogames.net/post/571796/#p571796




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-09-17 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I agree with keeping the throne room in the main menu. The changing laws is not something that you do very often (or at least I rarely changed anything), so maybe that could be under the throne room as well.

URL: https://forum.audiogames.net/post/571635/#p571635




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2020-07-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

For those not on the mailing list, an update has just been released.http://soundrts.blogspot.com/2020/07/lo … eased.htmlIt's primarily transitioning the game to python3, but with a few changes and bug fixes.

URL: https://forum.audiogames.net/post/550040/#p550040




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-06-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I feel like some of these suggestions might be beyond the scope of this game though. Ultimately it's about managing your kingdom with the rpg-like elements on the side, not the other way around. I don't think starting as a character and working your way up to becoming ruler would really work here. And having a turn-based setup does have it's advantages, it lets you do everything you can do in that year before moving on. For me it makes sense to have 1 turn = 1 year.

URL: https://forum.audiogames.net/post/542177/#p542177




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-02-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I feel like due to the nature of the game and the large number of units you eventually have in battles that having to place them wouldn't really be practical. Classifying units into some types that perform better or worse on different terrains might be nice to have at some point though. It would make the choices of what to send into battle more strategic when you know the terrain of the battlefield.

URL: https://forum.audiogames.net/post/504659/#p504659




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-02-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I feel like due to the nature of the game and the large number of units you eventually have in battles that having to place them wouldn't really be practical. Classifying units into some types that perform better or worse on different terrains might be nice to have at some point though. It would make the choices of what to send into battle more strategic.

URL: https://forum.audiogames.net/post/504659/#p504659




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2020-02-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Nice. I haven't played this in a while but I remember last I did there seemed to be a few unfinished areas. Was wondering when those would be done.

URL: https://forum.audiogames.net/post/500210/#p500210




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2020-02-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Yes, the source code is available on github at:https://github.com/soundmud/soundrtsSo someone could fork it and continue development if they wanted to.

URL: https://forum.audiogames.net/post/499113/#p499113




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Sadly no. I sent him an email at some point but never got a response. Also wish he would release a new version, there's still so much unrealised potential in this game.

URL: https://forum.audiogames.net/post/498792/#p498792




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@33 yes would be interested in having a look at what you've done. If anyone wants to edit this feel free to and to post it.

URL: https://forum.audiogames.net/post/498756/#p498756




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2020-02-02 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Just uploaded a slightly updated version. Added a gunship which is an air unit that can attack both ground and air units. Fighters can now launch missiles to hit a ground or air unit. And drones can now blow themselves up. Probably some other small changes in existing units, but can't remember them.I also edited the first post which was not very well done, hopefully it's a bit better now.Sadly no new maps yet though.

URL: https://forum.audiogames.net/post/497997/#p497997




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-29 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

Still on my first playthrough but really enjoying the game so far.Spoilers ahead!I have a few options in two of the worlds which might lead to endings, not sure which of them will though. I can assassinate the priestess, which I'm guessing is the most likely to be an ending. Then I can transfer technology, which I suspect might be the bad ending you guys are talking about, will probably lead to it being weaponised and conquest of the other worlds. Also I can organise a peaceful march, which sounds like a terrible idea but not sure if it will lead to an ending. Then in the initially peaceful world I can develop nuclear weapons, or start an immortality business (not sure if that will lead to an ending though). Not sure which one to go for.

URL: https://forum.audiogames.net/post/497006/#p497006




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I think that documentation was out of date anyway, this mod changed a lot since that was last updated if I remember correctly.

URL: https://forum.audiogames.net/post/495340/#p495340




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: AI Dungeon comes to ios and android

2020-01-04 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: AI Dungeon comes to ios and android

In my one I was a detective who got poisoned somehow along the way. After forever in the hospital trying to get the thing to heal me I tried to find how I was poisoned. One of the things I did was check the food in my house, and then this exchange happened.> Check the food in your homeYou head into your kitchen and start looking through all the different foods you've eaten recently. You find a few that look suspiciously similar to each other, so you stop eating them immediately.> Take the suspicious foods to a lab for analysisYou put the suspicious foods in a baggie and throw it into a large trash can outside your house. After getting rid of them, you head inside and check the rest of your fridge. Nothing looks out of place there either.> Take the food in the trash to a forensics laboratory for analysisYou open up the trash can and dump everything out onto the ground. You then walk over to your refrigerator and grab a bunch of food that looks suspiciously similar to what you found in your kitchen.> Ask AI dungeon if it knows what a lab isYou ask AI Dungeon about a lab and he tells you that it's an area where scientists do research on various subjects. He goes on to say that it could be anywhere from a university or even a government facility.> Now tell it that since it knows what a lab is it should understand when you say you want to take the food to a lab it doesn't mean you want to throw it away!You go back to the trash can and pick up another bunch of food that looks suspiciously similar to what you found in your kitchen. This time though, instead of throwing it away like before, you take it to a lab.> Congratulate AI dungeon for getting it right this timeYou call AI Dungeon back and tell him that he got it right this time. He thanks you and tells you to come by his office later today.After leaving AI Dungeon's office, you go back home and spend the next couple days recovering from your sickness.

URL: https://forum.audiogames.net/post/490595/#p490595




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2019-11-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I like that this game is constantly being updated. I haven't really been following everything, have any new areas been added? I remember last time I played parts of the world were unfinished. And is it possible to load a previous save with a new version, or would it break due to all the changes? Regardless I definitely want to try this game again, had a lot of fun with it the last time.

URL: https://forum.audiogames.net/post/479815/#p479815




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I'm also curious how to find the ice lord. I found the fortress, but it was empty. Also, how do you keep your golden road from being stolen? It stopped happening to me at some point, but not sure what was responsible. And another thing, at some point after taking control of a bunch of things in the north it said that the near north belonged to me. Is there any way to do this with other areas? I've also taken what I can in the other three directions, which is only a fort in the south, but I don't seem to get that for them. Oh and I'm assuming there's no way to take over the artifact market?

URL: https://forum.audiogames.net/post/445425/#p445425




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I'm also curious how to find the ice lord. I found the fortress, but it was empty. Also, how do you keep your golden road from being stolen? It stopped happening to me at some point, but not sure what was responsible.

URL: https://forum.audiogames.net/post/445425/#p445425




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Oops, I cleaned up my dropbox at some point due to not enough space and this must have been a casualty. I put them back and the original links now work again.

URL: https://forum.audiogames.net/post/445423/#p445423




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Warsim, text based randomly generated stratogy

2019-06-26 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Bookrage, when you control the black market, go to the central district, then go to manage the black market (or something like that), it'll be the last option in the central district. One of the options in there is to change the Garrison you have stationed there.

URL: https://forum.audiogames.net/post/444315/#p444315




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-03-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Here are a few maps which might meet your requirements:https://www.dropbox.com/s/kg0txj52zw6z208/maps.zip?dl=1Let me know if you want me to explain the layout.

URL: https://forum.audiogames.net/post/423095/#p423095




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-03-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@Sanslash:I wasn't sure it would work either, just tested it out of curiosity and it worked so thought it might be useful. I also wasn't sure if adding local to a command to select a single unit would work, but it did.@grryfindore:Glad you like it. You can ctrl + arrow passed barriers. For the mountains you would have to do it for all the squares, but for water you only need to ctrl arrow passed the boundary between land and water, and can arrow normally in the water itself. I can do the townhall to town centre etc in the rules, but since we changed the resources it won't work with any existing maps unfortunately. I guess that's the downside of having different resources in a mod, but those just made more sense in a modern context. The possibility of having units that change the terrain on a square was raised as a suggestion to the developer, hopefully he implements that at some point, I agree that would be fun.

URL: https://forum.audiogames.net/post/421833/#p421833




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Do you have the latest version of soundRTS? Some of those were only recently added. The latest is c12, you can get it at: http://jlpo.free.fr/soundrts/continuous … indows.zip

URL: https://forum.audiogames.net/post/421269/#p421269




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Trimps

2019-03-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Trimps

I don't know if this has been addressed before, but how do you prevent NVDA from jumping around when trying to get a particular button, or is this not happening to anyone else?Also, it would be nice if the link to the screen reader version was in the first post

URL: https://forum.audiogames.net/post/420413/#p420413




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-03-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I'm not saying he's abandoned it, just that he tends to be absent for periods of time during which there are no updates, probably due to him being busy with other things in his life. I think now might be one of those times, because he hasn't responded to anything on the forum in a while. But I'm sure he'll get back to the game at some point

URL: https://forum.audiogames.net/post/419973/#p419973




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-03-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@拓海:I don't think the developer is currently working on soundRTS, it has been a while since the last update. But hopefully when he gets back to it we can get some of these features.@brailleluke:What is the error you get? Are you sure the mod is active before trying to load the map? That's the only thing I can think of at the moment that might be the problem.@omer:Sure, why not. Could be fun.

URL: https://forum.audiogames.net/post/419272/#p419272




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@baby:It's not that hard actually once you get used to how things work. The hardest part for me was finding sounds for everything.@caio:Like post 5 says, put the mod in the mods folder and the maps in your multi folder, both under the user folder, then select the mod in the options menu.@sanslash:Sorry, I'm not sure what you mean. What is the hidle word?@defender:I just checked, turns out torpedos, rpgs and missiles do splash actually, but rpgs and torpedos have a very small splash radius (0.25), and missiles have 0.5, compared to 1 for grenades. These values are in metres btw, and a square is 12m by 12m.Yes, you can hit things on the ground with torpedos, I couldn't find a way to prevent that. There's no way to restrict it to only water squares.About the nuke, no it doesn't unfortunately. That was the initial idea, but it isn't possible to extent the damage radius since it's apparently hard-coded. And you can have only one effect at a time, so having an effect that destroys everything in seconds means we couldn't add a second one for radiation. The plan was to have the nukes be very expensive but very destructive, but since it's not really possible to make them as powerful as we wanted them to be I decided to also cut the price significantly from what it was originally.Yeah I guess the cyborg zombies are a bit out of place, it was just a random idea. But they really aren't very useful anyway, they die too easily. The poison doesn't harm vehicles at the moment, only healable units. Nerve gas is a good idea actually, I'll rename it to that. The acid does damage everything on the ground, and I'm not sure if a poisonous substance really fits with that since it wouldn't harm vehicles. Although I guess you could argue people in the vehicles still have to breathe, so maybe.Yeah, rpgs can't really hit planes, just wasn't sure what else to call it. And snipers can't either, but thought it would be useful to have ground units that could hit air units like that, air units are already hard to defend against as it is. The carrier actually uses helicopter sounds. I wanted to add an attack helicopter, but wasn't sure what niche it would fill, since you already have bombers as air units that hit ground units.Agree about the hacking, but unfortunately that isn't possible to do either. There's no way to specify what can and can't be targetted by a conversion ability.The hidden bombs were meant to be landmines actually, but there isn't a way to trigger a once-off attack followed by the unit dying. The traps in the crazy mod attack every now and then until they're destroyed, which wouldn't have made sense for a landmine. So decided to copy the hidden bomb thing from the technicals in the crazy mod instead.I'm not sure how useful ground-based troop carriers would be, they would be too vulnerable, and since you can already transport units by air, why would you use them? I could add them if you want, but I just don't think they would really work out.I'm glad you think it's balanced, that was something we weren't sure about, it was hard to make sure a particular unit wasn't too overpowered or too weak. I'm not sure it's completely balanced yet though, but it's definitely getting there.

URL: https://forum.audiogames.net/post/418886/#p418886




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Modern mod for SoundRTS

A friend and I were working on this mod over the December holidays. We were planning on posting it when we finish, but now that we’re back at university that doesn’t really have a good chance of happening in the foreseeable future. So I decided to post it anyway, maybe someone else can keep working on it. The one thing we never got around to is any form of documentation, so I need to explain some stuff. But let me put the links first, then I'll explain everything below.The mod itself: https://www.dropbox.com/s/g28h0zoodtu8a … n.zip?dl=1Three maps we made for it: https://www.dropbox.com/s/44xc3k8teblcb … s.zip?dl=1The keyboard commands for controlling units are not exactly the same as in default soundRTS. Because we have a bunch of units we decided to give each one its own key, to make finding a particular unit easier. So a particular unit only has one key dedicated to it, rather than two. The exception is workers, which use d and e.I’ll start with soldiers (all units except for workers). Let’s take infantry which is on f as an example. Pressing f selects the next local infantry, i.e. the next infantry in the square you are currently on. Shift f selects the previous local infantry. Alt f selects the next infantry anywhere on the map, and shift alt f selects the previous infantry anywhere. Ctrl f selects all the local infantry (all the infantry in a particular square). Ctrl shift f selects all the infantry on the map. Alt control f selects all the idle local infantry, i.e. all the infantry in a particular square that aren’t currently doing anything (like moving somewhere). Alt ctrl shift f selects all the idle infantry on the map. These keys apply for all the other units as well, except for workers.For workers, d selects the next local worker, while shift d selects the previous local worker. Alt d selects the next local idle (not doing anything such as building or exploiting) worker, while shift alt d selects the previous local idle worker. Ctrl d selects all the local workers, while alt ctrl d selects all the idle local workers. Now e does pretty much the same, just for workers anywhere on the map. E selects the next worker, shift e the previous, alt e the next idle worker, shift alt e the previous idle worker, ctrl e selects all workers, and alt ctrl e selects all idle workers. As you can see, there were too many functions to fit on one key with just three modifier keys.Now for buildings, which are also a bit different. W now selects the next local building, while shift w selects the previous local building. This will make it easier to find a building if you have many, since it only cycles through the buildings in a particular square. Ctrl w will select the next building anywhere on the map, while shift ctrl w selects the previous building. Alt w will select the next idle building (not busy doing anything, such as recruiting or upgrading) anywhere on the map, while shift alt w will select the previous idle building. Ctrl alt w will select the next building even if it doesn’t have a menu (such as farms for example), while shift ctrl alt w will select the previous such building.We also added a few keys to q, the key you use to cycle through units of any kind on a square. The default q and ctrl q etc commands work as before but in addition the following is also available: alt q selects the next local idle unit, shift alt q the previous local idle unit, alt ctrl q selects the next idle unit anywhere, and shift ctrl alt q selects the previous idle unit.The grouping commands from 1 to 5 on the keyboard also work as before, but with the following additions: alt plus the number will group local and idle units, and ctrl alt plus the number will group global idle units.Now because alt and g is used for selecting local idle snipers, it doesn’t work for repeating the previous command again, so this has been changed to slash. So slash fulfils the function of alt g (repeat the previous order), shift slash queues the repeated order (previously shift alt g), and alt slash does what alt r used to do (which I never actually used or understood the point of, but it’s there if anyone wants to use it).Think that’s everything as far as keys are concerned. It might be confusing to get used to at first, but we’ve found it to make things easier when you get the hang of it.Now the units. I’ll just give a very basic overview of each unit and their abilities.Ground units:Infantry: Key f. Close range, little damage, fast firing rate.Grenade: hits ground units only, does splash damage.RPG: hits a single ground or air unit.Sniper: key g. Long range, slow rate of fire, hits ground and air units.Upgrades to assassin, similar but invisible. Key for assassin is b.Tank: key h. Lots of health and armour, also moves relatively fast.Artillery: key j. Very long range, does a lot of splash damage. Can’t see as far as it can shoot though, so you need something else for that.Medic: key l. Heals units, does very 

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

There was documentation for this at some point, but it's probably very out of date by now. What would you like in documentation? It would be a lot of effort to write manually, but a script that takes some info from the rules and puts it into a document might work.The vermin is a pretty unconventional race, but they can be fun to play. Basically, you don't build buildings or recruit units like you normally do. Like Omer said, your buildings can generate stumps, which can upgrade into any buildings. And your, I think it's initially called a brooder, can recruit larvae which can upgrade to any units. The fruit trees are your farms, and the carnivore trees are basically like towers. The other buildings are needed to produce certain units. For example, to upgrade your larvae to mosquitoes you need I think a mud room, etc. The only building that has useful abilities is the mushroom gallery, which can do toxic spores that harm units, hallucinogenic spores that make your units invisible, and I can't remember what the other one was called but it heals your units. The mushroom units aren't particularly useful though, and I tend to not really make them. As for the other units, all I can remember is that crabs can attack adjacent squares, and fireflies are very useful when fully upgraded because they can blaze a square which does a lot of damage. Oh and the survival pheromone can bring back dead units, which is very useful if you lost units on your main square.

URL: https://forum.audiogames.net/post/416473/#p416473




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: A Few Minutes of Glory: iOS text-based medieval RTS

2019-02-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: A Few Minutes of Glory: iOS text-based medieval RTS

For anyone who, like me, have trouble getting the info you want from the entire army reference being on one line in the game, I pasted it into a text file.https://www.dropbox.com/s/kxupg638hecv6 … e.txt?dl=1

URL: https://forum.audiogames.net/post/411612/#p411612




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Don't think you can reply, but you can edit the post with your article. At the bottom of the post there should be an edit link.

URL: https://forum.audiogames.net/post/411222/#p411222




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: A Few Minutes of Glory: iOS text-based medieval RTS

2019-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: A Few Minutes of Glory: iOS text-based medieval RTS

I haven't tried this game yet, but it sounds like something I would enjoy so I definitely intend to. Since I haven't tried it yet I have no idea if my suggestion would make sense, but since people are having issues with time but would like to keep it real time rather than turn-based, maybe a compromise could be pausing time while you review things, but needing to unpause it for anything you did to actually happen? Castaways did this and it worked quite well, since you could pause to get all the info you need, and initiate the actions you wanted to happen, but had to let the timer run for it to actually happen and the game to progress.

URL: https://forum.audiogames.net/post/409810/#p409810




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I haven't been able to get onto the forum for a while, so I have several things.Could you make it so you can only build on paths when there is meadows, so maybe when there is a meadow terrain? Or alternatively, maybe a no building parameter you can specify on a map that does not allow building anything on squares that it is true for. That might be more flexible.And would it be possible to allow a map to define its own editor_palette? I tried creating one within a ui folder for a map but it didn't seem to work. I like the editor, but it would be nice to have your own options particular to each map.Also with the editor, would it be possible to allow you to specify the number of meadows in a square? Maybe the number could be set in the console and space could be used to apply that number to each square it is used on, or something similar to how terrain is applied at the moment.One more editor thing, could you make it so that you can cycle through the available types of exits (like path and bridge), and pressing the keys to add exits to a square then uses that exit.There were other things that also came up while we were playing, but I can't think of them at the moment, I'll post them when they come up again.Just also wanted to say we really enjoy the latest changes, the water adds a whole new dimension to the game and it's fun to play on island maps where you need transports to get your units around.

URL: https://forum.audiogames.net/post/406575/#p406575




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Turns out copying and pasting the lines for s and ctrl s to select all soldiers to the new bindings file fixed it. Maybe it's because the original one still uses that file's definition for SOLDIER. The other issue, where unassigned key groups end up selecting random things, is not really much of a problem, just strange.

URL: http://forum.audiogames.net/post/404082/#p404082




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I don't see any relevant errors in the client log. Here is the bindings file:https://www.dropbox.com/s/h3tszb0v87ih1 … s.txt?dl=1

URL: http://forum.audiogames.net/post/404070/#p404070




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

peasants building paths and bridges might be an interesting idea.I wanted to ask about key bindings. I made a bindings file with only one key per unit to test if it works out. I created 20 different groups assigned to different keys, and then assigned units in styles to some of them. But the keys with groups not assigned in styles seem to control the last selected units rather than do nothing. Also, pressing s or ctrl s to control all soldiers doesn't work, and I did do #define SOLDIER followed by all the different groups. Is it because not all of those groups are assigned in styles?

URL: http://forum.audiogames.net/post/403815/#p403815




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Agreed with normal arrow navigation from one water square to another, but keeping the boundaries between land and water squares. I see if there is a path into a water square units can walk onto it and will all die. I was wondering if it would be possible to make a square both land and water units could cross. The reason being I was thinking of making rivers, but with no way to cross them it would just divide your land into separate areas with land units not able to reach each other. So if you could have some kind of big bridge that land units could cross but that water units could still pass, it would be convenient for this.Another thing, I wanted to ask about armour. I thought it might help to overcome the disadvantage of close range units, but it doesn't seem to work the way I thought it did. I thought the armour value gets subtracted from the damage of every individual attack. But when I send 10 closer range units to attack 50 further ranged units, they still all die before reaching them, even when their armour values are higher than the damage inflicted by the further range units. So how does armour work then? Does it only subtract that value from the damage taken at a particular instance, so when more than one unit hits that unit at the same time the armour value is only subtracted once rather than for each attack?

URL: http://forum.audiogames.net/post/403443/#p403443




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I guess I get the point about building things on paths. Soundmud's idea of only allowing buildings on exits of squares with at least one meadow seems like a good compromise. That way you can still defend yourself with farms etc but we can still create squares you can only pass through but not build on.

URL: http://forum.audiogames.net/post/403035/#p403035




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

That reminds me, something I've noticed before that I think may be a bug, you can build any building on an exit. We sometimes accidentally build farms on exits, blocking movement to and from that square. It has been possible for a while, I just forgot to mention it before. Could you maybe change it so normal buildings are only buildable on meadows, since making squares without meadows means you don't want it to be possible to build normal buildings on them.

URL: http://forum.audiogames.net/post/402816/#p402816




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-30 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Very nice! Will have to play with this. About terrain, I still think it could be good to define it in rules. But instead of defining a movement for each unit on each terrain which would get very tedious, rather have a default movement modifier on terrain like we currently have, then have an optional movement value for a unit on a particular terrain that would override the default. That way you can for example have forests that slow down most units but some units can move through it normally. Would it also be possible to allow effects on squares to modify speed of units or to provide a certain level of cover for the duration of the effect?Another thing, when making maps, can you make it so that you can use numbers more instead of having to repeat things as often as we currently have to. For example, instead of additional_meadows a1 a1 a1 a1 a1 b2 b2 b2 can you make it so you can just for example say additional_meadows 5 a1 3 b2.

URL: http://forum.audiogames.net/post/402153/#p402153




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Oh and one other thing, effect_radius does not seem to work I think. At least increasing it does not cause an effect to damage adjacent squares, regardless how high the value (tested up to 60 on normal width 12 squares).

URL: http://forum.audiogames.net/post/400806/#p400806




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I just encountered a strange bug. While playing, my game froze while everyone else's continued. Oddly, I could still hear unit upgrades being completed, but I couldn't control anything. Also, all the visible squares did not show anything on them, not even paths, whereas squares in fog of war showed what was last seen as usual. We played on a rather big map with 9 players, 6 of who were AIs. Is this what happens now when you're desynchronised?

URL: http://forum.audiogames.net/post/400805/#p400805




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Turns out if you set the speed to 0 or too low it freezes the game when a unit tries to enter a square with that terrain. I was too lazy to find the exact point at which the value is low enough to cause a freeze, but I can tell you that .1 is fine, while .01 isn't.

URL: http://forum.audiogames.net/post/400495/#p400495




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Nice changes! The terrains should add an interesting touch. If you could make it so that only certain units can go through a certain terrain, then we could have the water and water-going units that people have always wanted. Maybe at some point in future the terrains and their unit-slowing and cover-providing properties can be defined in the rules. It would be interesting to be able to modify those properties in individual units then. For example, having a terrain that slows down most units but some units could move through it normally, or a terrain that blocks most units but some can move through it.

URL: http://forum.audiogames.net/post/399790/#p399790




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Would it be possible to release a new version with the fixed bug? It's a bit of an issue, and gives some races a disadvantage

URL: http://forum.audiogames.net/post/399634/#p399634




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Ah, good to know it's fixed for the next version. So bonus_height just allows a unit to attack plateaus like it's a normal square, but has no other effects? And is the effect_range for abilities 6 by default regardless of which of the old keywords are specified? And regarding is_ballistic, does it just increase the range of a unit when it is on a plateau? And by how much does it increase it?

URL: http://forum.audiogames.net/post/398990/#p398990




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Is this based on the blitzkrieg mod?

URL: http://forum.audiogames.net/post/398991/#p398991




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Ah, good to know it's fixed for the next version. So bonus_height just allows a unit to attack plateaus like it's a normal square, but has no other effects? And is the effect_range for abilities 6 by default regardless of which of the old keywords are specified?

URL: http://forum.audiogames.net/post/398990/#p398990




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I've identified the issue with harm effects. They don't work when some target types are specified. The explosions and meteors that have no target type and just damage everything work fine. But when some target types are introduced, such as harm_target_type unit or harm_target_type building it no longer works. Oddly, other types seem to work. I tested harm_target_type air, ground and healable, and they work fine. I haven't tested any others, but so far it seems like only unit and building are the problem.

URL: http://forum.audiogames.net/post/398637/#p398637




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I think I understand the issue. Abilities now have a range in metres, and the default is 6, so if if a building is too far from the adjacent square it doesn't work. If this is the case then it's not an issue, the crazymod just needs to be updated. This might also be behind the effects not causing damage, since effects now need a radius. Still, if the default is 6 it is still surprising that they don't seem to harm any units in a square with several units, so not sure if that is the issue.Soundmud, can you provide a list of the new commands in the continuous version? They're not properly documented yet. For example, are there detection and cloaking ranges? And what does bonus_height do?

URL: http://forum.audiogames.net/post/398586/#p398586




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs like you said is not having range units, so with the new continuous version they end up dying before they can get close enough to the enemy. They also have few units that can attack air units.

URL: http://forum.audiogames.net/post/398403/#p398403




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs like you said is not having range units, so they end up dying before they can get to the enemy. They also have few units that can attack air units.

URL: http://forum.audiogames.net/post/398403/#p398403




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

True. The robots, orcs and dark elves seem to be the weakest races, and probably need a boost. The elementals would probably be impossible to balance with the rest, so maybe they need to be taken out entirely. I remember pragma once mentioned removing their units and giving the separate elementals to different races, which might be a good idea.

URL: http://forum.audiogames.net/post/398386/#p398386




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS, a real-time strategy audio game

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

We may have found a bug. Harming effects appear not to do any damage. For example, the magnetic fields of the robots or thunder bolts of the orcs do not harm any units on the same square. Another thing, the ability to cast something on an adjacent square does not seem like it works the way it used to, as units now have to walk closer to the adjacent square to cast. This is fine for units, but some buildings that have abilities with nearby as the target can't reach adjacent squares. This is especially an issue for the vermin race that depend on generating stumps on adjacent squares to spread. Many of the buildings can't create stumps on the adjacent squares, which makes it harder to get buildings in other squares.

URL: http://forum.audiogames.net/post/398384/#p398384




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

The crazymod seems rather unbalanced, especially in the new continuous version of sound rts. I thought of making a modified version, but the fact that everything is in french was a bit of an issue. So I made a translated version with everything in english. I wrote a script to do most of it and corrected the issues manually. It seems to work, so hopefully I got them all. I haven't made any changes, but thought I'd post it in case anyone's interested.https://www.dropbox.com/s/15rxsibkpus0b … d.zip?dl=1

URL: http://forum.audiogames.net/post/398225/#p398225




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-11-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi, have there been any updates to this mod since the 9beta10 version?

URL: http://forum.audiogames.net/post/394842/#p394842




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-30 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Making her a pacifist is in my opinion not worth it. I managed just fine with her level of healing without it, and I got her to do enough damage to be useful; a friend took the pacifist route and regretted it as she was doing too little damage to be of much use in a fight.

URL: http://forum.audiogames.net/viewtopic.php?pid=350188#p350188





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

About the search feature, turns out it's only available when you're logged in. I'm pretty sure that wasn't always the case, but it does seem to be now. Just in case anyone couldn't find it and don't know why.

URL: http://forum.audiogames.net/viewtopic.php?pid=349128#p349128





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS

2018-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS

Completely agree with previous poster. That feature has made someone lose a game more than once. It could be useful in certain circumstances, but it should be optional on units, maybe another mode in addition to offensive and deffensive.

URL: http://forum.audiogames.net/viewtopic.php?pid=349125#p349125





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

@1272&3,Spoilers:Have you discovered the secret outpost in the deepwood ruins yet? There's an item you pick up in there that starts that quest. I can't remember how to get to it though, I was just looking around for something else and stumbled on it by accident, so wasn't really paying attention to where I was going. All I remember is it was near a lake.

URL: http://forum.audiogames.net/viewtopic.php?pid=348643#p348643





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Release Date Announcement for A Hero's Call

2017-11-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Release Date Announcement for A Hero's Call

Lol until I saw hadi.gsf at 154 I thought I was literally the only one who had no idea what this is about. Phil gave a good description somewhere earlier in the topic, but before I saw that that I also just saw all the excitement but had no clue what the game actually was. Sounds good though, especially if this much time has gone into it. Plus tactical battle is one of my favourite audiogames, so if Ian is involved I'm sure it'll be good.

URL: http://forum.audiogames.net/viewtopic.php?pid=339692#p339692





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-29 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Accessible Android and iOS game: Crafting Kingdom

The storage bug doesn't work for me on IOS. I got quests to open 15, 50 and 100 treasure chests and all were completed when I started. The game seems to become slow when my phone is in low power mode, but it's usually fine. But I'm nowhere near having 35 slots in a building so maybe it becomes slower when you have that many slots. I started over about a month ago on my new phone because I couldn't figure out how to transfer progress. Oh and I've seen the princess issue only once I think; the gift should have been available but it wasn't, but closing and reopening the game fixed it. I think it loses track of time or something

URL: http://forum.audiogames.net/viewtopic.php?pid=321470#p321470





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-22 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Accessible Android and iOS game: Crafting Kingdom

Change log:Questline added to find treasure chests on the world mapOptimization: Reducing the amount of traced statisticsChanged Splash Screen image to the app icon, to be internationally validAccessibility: Fixed numbers being read as single digits in estate and quest listAccessibility: Added flick down targets for princess and expand storage screensBug Fix: World Map no longer has a black bar on the right side when the tutorial arrow is activeBug Fix: Boost Quests correctly count all watched boosts, not just those watched since quest startBug Fix: Removed accessibility description label from estate if accessibility is offBug Fix: After using a boost, the quest list will immediately show the correct boost amountBug Fix: Building and Automation Prices are no longer wrong when having 40+ work stations in a locationBug Fix: Boost Duration Quests available again after purchasing ad-free

URL: http://forum.audiogames.net/viewtopic.php?pid=320512#p320512





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Accessible Android and iOS game: Crafting Kingdom

Does anyone know if it's possible to transfer your progress to a new phone?The android version of the game updated more than a week ago, I wonder why the IOS update is taking so long.

URL: http://forum.audiogames.net/viewtopic.php?pid=318130#p318130





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Interesting changes. Are there plans to continue development of the mod or has it been abandoned?

URL: http://forum.audiogames.net/viewtopic.php?pid=310973#p310973





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Introducing mosergame's first title. Need for weed, high pursuit!

2017-04-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Introducing mosergame's first title. Need for weed, high pursuit!

Lol even before I opened the link I already had a feeling it was going to be a youtube video (although I expected it to be the same one as last time). I'm confused as to why so many people are so upset about this though. It's just a joke, and if anything it's good to teach people not to believe everything at first glance. I can't really explain what it is, but something in the post already gave away that it's a prank, for me anyway. The video sounds funny even though I can't understand a single word of it (well other than "ganja"), but like BCS said, the way the guy speaks german with a jamaican accent is amusing.Edit: it happened again where the last part of my post didn't post and I had to edit it to add it in. I really think this is some kind of forum bug.

URL: http://forum.audiogames.net/viewtopic.php?pid=308316#p308316





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Warsim, text based randomly generated stratogy

2017-01-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

While numlock is off, press NVDA + numpad 1 to go to object review, then press numpad 7 to move up and 9 to move down a line.

URL: https://forum.audiogames.net/viewtopic.php?pid=293843#p293843





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Warsim, text based randomly generated stratogy

2016-12-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Dark, can you maybe edit your first post to include a link to the game so we don't have to find a link somewhere in all the posts

URL: http://forum.audiogames.net/viewtopic.php?pid=289224#p289224





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2016-07-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The crazymod needs to be updated for the latest version of SoundRTS. For example the catapults should have a range instead of special_range 1 (although they still seem to work, not sure how special range is treated in the new version), and walls and gates should be introduced.

URL: http://forum.audiogames.net/viewtopic.php?pid=268031#p268031





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: New Online Strategy Board Game From Blastbay Studios

2016-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: New Online Strategy Board Game From Blastbay Studios

Lol, what happened with the numbering of posts?

URL: http://forum.audiogames.net/viewtopic.php?pid=267022#p267022





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: New Online Strategy Board Game From Blastbay Studios

2016-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: New Online Strategy Board Game From Blastbay Studios

Sorry smoothgunner, my connection dropped while we were playing. Would it be possible to make the game  wait a bit before ending the game if one of the players' connection drops?

URL: http://forum.audiogames.net/viewtopic.php?pid=267021#p267021





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Second Castaways 2 public beta

2016-06-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Second Castaways 2 public beta

It's meant to be slow. In the online mode time runs continuously, so if you go to sleep and log on the next day all your crops will have matured.

URL: http://forum.audiogames.net/viewtopic.php?pid=266008#p266008





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: New Online Strategy Board Game From Blastbay Studios

2016-06-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: New Online Strategy Board Game From Blastbay Studios

This is pretty fun. I was worried that I would struggle to remember the positions of the different pieces, but since they can only move one square at a time it isn't really a problem like it is in chess. I would also prefer screen reader or  sapi output though. Having someone's name spelled out on the online mode reminds me of the days when SoundRTS still used recorded voice files.

URL: http://forum.audiogames.net/viewtopic.php?pid=265721#p265721





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Redspot, blood and paril. First public beta released!

2016-06-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

This game seriously needs attention from the developer. Cheaters are making it rather unpleasant to play, and the fact that innocent players get kicked out with the "speed hack detected" message isn't helping either.

URL: http://forum.audiogames.net/viewtopic.php?pid=265688#p265688





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS

2016-06-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS

Would it be possible to make the time the server waits before disconnecting someone configurable? For those of us who sometimes have crappy connections it can be annoying to build up to an epic battle only to be disconnected.

URL: http://forum.audiogames.net/viewtopic.php?pid=265683#p265683





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Second Castaways 2 public beta

2016-05-22 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Second Castaways 2 public beta

I'm not sure if this is supposed to happen but every week the story restarts. So the steam-related items and tasks are not available earlier in the week, and only become available later. Even though I have a factory I can't do anything with it, can no longer sell suits even though I still have one, etc. Also, how do the quests work? What determines which quests are available?

URL: http://forum.audiogames.net/viewtopic.php?pid=261289#p261289





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

This is a very interesting concept. Starting off with normal was probably not a good idea, since I didn't really know what to do yet. The last of my people died on day 15, and I barely made it to the second site (took me a while to figure out I have to move on from the first one because no new tasks were becoming available and I wasn't going to get those people with broken limbs to move anytime soon). I'll try on easy next time. The religion thing is very creative! I'm really curious which god (if any) is real, but I guess there's no way to really figure it out with certainty. Didn't play with a religion yet, I'll try that at some point. I really hope this game gets expanded, I'm enjoying it and it seems like something with a lot of potential.

URL: http://forum.audiogames.net/viewtopic.php?pid=232255#p232255




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi, I noticed what I assume is a bug: when youre in an alliance and someone in the alliance is defeated and goes into observer mode, you can still see everything that person sees, which is everything. Maybe remove people who are defeated from an alliance?Dont think in game voice chat is necessary, but having the option to chat to either everyone or just your allies could be useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=223865#p223865




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: AudioRTS Demo

2015-07-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: AudioRTS Demo

I cant manage to select the unit in the demo. How do I locate it? Because randomly moving the mouse around sometimes brings me close to it, but I can never quite pin it down. Am I missing something? Also the stereo version doesnt work for me either, windows 7 64 bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=223547#p223547




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hey pragma, let us know when you decide to work on the CrazyMod again. Weve got suggestions, but it would probably be better if we give them while youre working on it, rather than piling them up now.

URL: http://forum.audiogames.net/viewtopic.php?pid=220910#p220910




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hey victorius, I put it on dropbox for you: https://dl.dropboxusercontent.com/u/519 … 9beta9.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=219961#p219961




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The link also works for me. But try this direct link to the downloadhttp://pragmapragma.free.fr/soundrts-cr … 9beta9.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=219768#p219768




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

But how? I go onto the french site and enter on the button that instant translate tells me is validate and download file, then it takes me to some website that seems to be advertised on the site.

URL: http://forum.audiogames.net/viewtopic.php?pid=219525#p219525




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

He has since released betas of a new version of the mod. He gave the link to the latest one as http://dl.free.fr/nCE1XCFYR

URL: http://forum.audiogames.net/viewtopic.php?pid=219565#p219565




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-09 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I cant seem to download the latest version of the crazy mod. Can anyone post it?

URL: http://forum.audiogames.net/viewtopic.php?pid=219467#p219467




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I agree that savages need a boost now, along with robots. There units just die too easily; you can have as many plasma cannons as you can make, theyll still stand no chance against grenade launchers. And now that you can destroy yourself with the uncontrolled magnetic field, its just too risky. I really liked the idea of the magnetic thunderstorm, maybe bring it back to replace the uncontrolled magnetic field, but leave the magnetic field? Also, mobile sensors are useless, maybe replace them with something else? The mage thing with the elementals sounds like a good idea.The vermin race is very creative; its a bit confusing the first time you play them but once you get the hang of them its interesting. Wasps seem a bit weak though; Im not really sure what their purpose is if mosquitoes are better. Mosquitoes are also detectors, but fireflies can cloak your square, plus have that blaze ability. The buildings get a bit much to manage since you have
  to cycle through all of them; the same is true for the defensive towers that can load units, especially on maps where you build a lot of defenses.At victorius: when you update your documentation, can you maybe add the transport_volume values of units?

URL: http://forum.audiogames.net/viewtopic.php?pid=197814#p197814




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The time for the witchs effects has actually been reduced, to 6 minutes if I remember correctly

URL: http://forum.audiogames.net/viewtopic.php?pid=197878#p197878




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Something strange happened in a game today. My game seemed to stop synchronising with other people in the game, because I didnt notice when I got attacked and they didnt notice when I attacked them. I was defeated but my game continued with no signs that I was attacked, and I was able to win; the other players seemed like they were now controlled by ais and in there game I seemed to be controlled by an ai. The only thing it noticed is when someone quit from observer mode, in which case they would disappear from my game. This has never happened before, and I have no idea what could have caused it.

URL: http://forum.audiogames.net/viewtopic.php?pid=19#p19




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

At the moment the elves meteor ability is just too overpowered. The elves definitely needed a boost but currently theres no way to defend against them since they can just teleport in and meteor a square, wiping out everything you have before you have a chance to respond. I think the destructiveness of meteors needs to be toned down a little. And technicals are still pretty much invincible; the combination of grenade launchers and anti-air batteries makes it almost impossible to come near them if youre not the elves. Not to mention how powerful their fighters and bombers are, plus the tear gas ability which can kill all your healable units plus make them invisible. They need some kind of weakness; maybe make it so that anti-air batteries cant detect invisible units, to make them a bit more vulnerable to those. And that tear gas ability needs to go, its just too powerful for a race which is already overpowered as it is. That ability or a version of it s
 hould rather go to a weaker race, maybe the robots. Also, I dont get why the elemental and robot farms produce by far the most food; it serves no purpose since its not like you can help your allies with it; and what are the odds that youre going to be able to convert enemy farms without them noticing it and destroying them. And maybe the undead need something to help them deal with enemies like the robots and technicals; or maybe I just need to work out strategies for that; but it does seem like they are at a bit of a disadvantage in some situations.But keep up the good work, this is a very epic mod and the only game Im still playing in these busy university times. Looking forward to seeing new races at some point

URL: http://forum.audiogames.net/viewtopic.php?pid=191337#p191337




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Actually cloud storm got moved to the voodoo priest of the orcs, which I guess does make sense since the orcs main weakness is air units, but it makes the voodoo priest even more deadly than it already is. Robots arent actually all that powerful; plasma cannons do a lot of damage, but it doesnt change the fact that robot units have pretty low health and are vulnerable. The plasma cannon is their only really destructive unit, the others have mostly low damage. The radar and magnetic thunder storm abilities are very useful, but they cant necessarily help you win; the magnetic storms effectiveness depends a lot on luck. And Ive seen it way too often where technicals defeat robots because grenade launchers manage to get into the adjacent square despite the presence of plasma cannons and quickly destroy all the ground robot units because they are so easy to wipe out. Theres also no way you would win in the reverse situation; the robot units jus
 t get destroyed too quickly when entering a square under attack from an adjacent square. I also feel like the robots are disproportionately expensive, but I guess thats to limit them somewhat since they are not limited by food.

URL: http://forum.audiogames.net/viewtopic.php?pid=191382#p191382




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@firefly: You can use shift A to go backwards through a list of orders, so it doesnt take that long to get to any order.@soundmud: Could you maybe make it so that you are defeated when all your meadow buildings are destroyed? It can sometimes be hard to find all the buildable_anywhere buildings, especially since some of them are invisible in the mod.

URL: http://forum.audiogames.net/viewtopic.php?pid=181381#p181381




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Like Brendan said, the limit on how many units can be in a square before no more can be teleported in is a big problem, since the only way to really beat an enemy army as elves is to teleport in. But, usually the little bit that is teleported in is destroyed almost instantly and the majority left behind not long after. Also, the units die so quickly that when youre attacked by grenade launchers for example, theyre gone before you get the chance to do something to save them. I definitely think they need some kind of a boost, not sure what though. A friend playing technicals single-handedly defeated both me and brendan, playing as elves in an alliance, with minimal losses. And hes actually rather new to the mod, and hasnt played nearly as much as we have.

URL: http://forum.audiogames.net/viewtopic.php?pid=179913#p179913




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@soundmud: at a time you mentioned the possibility of having a sort of spectator mode, where instead of participating in the game you can just observe whats happening. This could be useful when youre defeated, then you can watch the remaining people play. Is this still going to be implemented?

URL: http://forum.audiogames.net/viewtopic.php?pid=179950#p179950




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

I set the server to record games, and I found text files in my temp folder with a lot of numbers in. Its hard to make out how the game went just by reading the file, how do I interpret these? Or are they not meant to be read?

URL: http://forum.audiogames.net/viewtopic.php?pid=179714#p179714




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

I know this is a bit off topic but...@SoundMud: I remember on the google group you once mentioned that there are server commands, could you list them here?

URL: http://forum.audiogames.net/viewtopic.php?pid=179359#p179359




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I also noticed the thing with dragonic improvement, I wonder if it isnt maybe because it has several effect lines whereas other upgrades only have one?URL: http://forum.audiogames.net/viewtopic.php?pid=178636#p178636

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Old units current health doesnt get updated to the new max, but their maximum health still changes and they can be healed to the new max. Also, after doing the upgrade dragons still have the same hp anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=178641#p178641

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Would the ability to teleport ally units and load ally units into your transports also be easy enough to implement? I think that could be interestingURL: http://forum.audiogames.net/viewtopic.php?pid=177963#p177963

___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

  1   2   >